Grey Knights epic playtest document 1.1.0

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GK1.0 The Grey Knights Designated Chapter 666, the Grey Knights first emerged in the calamitous wake of the Horus Heresy and immediately set about the grim task of purging the Daemonic taint that remained on many Imperial worlds in the aftermath of the bitter conflict. Whenever the Grey Knights appeared, the Daemons of the Warp were annihilated and the beleaguered Imperial forces saved. Such was the secretive nature of the silver-armoured warriors, that few of the populations they saved were even aware of their deliverance until the mysterious absence of their daemonic assailants became apparent. But the Grey Knights had already moved on, their mission accomplished,

but their sworn duty never complete.

GK1.1 Grey Knights Special Rules GK1.1.3 Fortitude The following special rules apply to formations and units in the Grey Knights Grey Knights vehicle pilots have the psychic ability to trigger the vehicles’ army list. psycho-reactive armour plating, re-calibrating its systems. A Grey Knights formation made up entirely of Armoured Vehicles may remove one extra blast GK1.1.1 Initiative & Strategy Rating marker whenever it regroups or successfully rallies.

Grey Knights armies have a strategy rating of 5.

GK1.1.4 Imperial Void Shields The following formations have an Initiative of 2+:

Imperial Navy The number of void shields each Titan has is noted on the Titan’s datasheet. Each void shield will automatically stop one point of damage and then go All other formations have an initiative rating of 1+ down. Do not make armour saves for damage stopped by void shields, nor allocate Blast Markers. Once all of the shields have been knocked down, the GK1.1.2 “And They Shall Know No Fear...” Titan may be damaged normally and you may make saving throws against any hits that are scored. Hits from close combat ignore void shields but units using their firefight values must first knock down any shields before they can Grey Knights are renowned for their tenacity and bravery. This is represented damage the Titan. by the following rules: Void shields that have been knocked down can be repaired. Each Titan can

repair one downed void shield in the end phase of each turn. In addition, if a

It takes two Blast markers to suppress a Grey Knights unit or kill a Titan regroups it can use the dice roll to either repair the void shield or unit in a broken formation (ignore any leftover Blast markers). remove Blast markers (e.g., if you rolled a 2 you could repair 2 shields,

Grey Knights formations are only broken if they have two Blast remove 2 Blast markers or repair 1 shield and remove 1 Blast marker). markers per unit in the formation.

Grey Knights formations only count half their number of blast

markers in assault resolution (rounding down - note that assault

resolution will not receive +1 for having no blast marker if the GK1.1.5 Warp Quake formation has 1 blast marker before rounding down).

Halve the number of extra hits suffered by a Grey Knights formation that loses an assault, rounding down in favour of the The Grey Knights cause a tremor on the border between the Warp and Grey Knights. Realspace, throwing teleport beams off course, silencing marker beacons

When a broken Grey Knight formation rallies then it receives a and destabilising landing thrusters. number of Blast markers equal to the number of units, rather than

half this number. Grey Knights units with the Leader special ability Roll a d6 for each enemy unit that enters the board (via Landing, Planetfall, remove 2 Blast markers instead of 1 Portal, Summoning, Teleport) within 15cm of a grey knights infantry unit. On

a roll of a 1, the formation that the unit belongs to receives a Blast Marker. Inquisitorial Henchmen, Imperial Titans and Imperial Navy formations do not

benefit from “And they Shall Know No Fear...”

All other formations do benefit from “And They Shall Show No Fear...”

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GK2.0 Grey Knights Army List

GK2.1 Using the Army List

Grey Knights are organised around Core Formations of Grey Knights Strike teams, Grey Knights Terminators or Inquisitorial Henchmen– these are the backbone of the Grey Knights army. Most formations may also include a number of extra units and abilities called Upgrades. Specialised Grey Knights such as Grey Knight Purifiers, or tank platoons of Land Raiders are Support Formations. The tables below show the Core Formations, Support Formations, what units the detachment is composed of, what Upgrades are allowed, and all points costs. Each upgrade taken adds to the cost of the formation. The upgrade chart also lists the units that make up the upgrade. Note that these will sometimes add Characters or abilities to the units they are taken for, and sometimes take the form of additional units for the detachment. When a formation selects a Transport upgrade, it must take enough transport units to transport the whole formation if any are taken, but you may not take more than necessary to transport the formation. Characterupgrades may only be given to core units (not upgrades) within a retinue. Each upgrade may be taken once per formation. Formations or Upgrades noted as (0-1) may only be taken once in an army list. Grey Knights armies may be supported by Imperial Titan and Imperial Navy units. Up to 1/3 of the points available to the army may be spent on these formations.

Grey Knights Upgrades – up to three upgrades may be taken per formationAd one of the following characters to a unit in the formation: Commander 50 points Librarian, Brother Captain, Brotherhood Champion (0-1) Add One to Two of the following units to the formation: 75 points per Dreadnought Eternal Warriors Grey Knights Dreadnought, Nemesis Dreadknight 100 points per Dreadknight Grand Master (0-1) Add one Grey Knights Grand Master character to a unit in the formation 100 points Hunter Add one Hunter unit to the formation 75 points Land Raider (4 Land Raiders, 350 points), Razorback (25 points each), Rhino (free), Transport Storm Raven (+75 points each), Inquisitorial Chimeras (4 Chimeras, 100 points), Various points Landing Party (One Aquila Lander and three Arvus Lighters, 75 points)

Grey Knights AC/WE B 4+ - - Twin Heavy Bolter 15 cm AP4+/AA5+, RF DC 2, Planetfall, Reinforced Armour, Transport (may carry 8 of the following units: Dreadnought, Thunderhawk Twin Heavy Bolter 15 cm AP4+/AA5+, LF Inquisitorial Henchmen, Purgation Squad, Strike Team, Terminator. Dreadnoughts and Gunship 2x Twin Heavy Bolter 30 cm AP4+/AA5+, FxF Terminators take up two spaces each.) Turbo Laser Destructor 45 cm 2x AP3+/AT3+, FxF Critical Hit Effect: the Thunderhawk’s control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground, killing all on board. Grey Knights AC/WE B 5+ 6+ 4+ 2x Twin Heavy Bolter 15cm AP4+/AA4+ DC 2, Planetfall, Reinforced Armour, Transport (may carry 1 Land Raider or 2 of the following Thunderhawk Defence Mount units: Hunter, Nemesis Dreadknight, Razorback, Rhino, plus any infantry units carried in the Transporter transported vehicles) Critical Hit Effect: the Thunderhawk’s control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground, killing all on board. Reaver Titan WE 20cm 4+ 3+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC 6, 4 Void Shields, Fearless, Reinforced Armour, Walker Rocket Launcher 60cm 3 BP, FxF May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: The Reaver’s plasma reactor has been damaged. Roll a D6 for the Reaver in the end phase of every turn: on a roll of 1 the reactor explodes destroying the Reaver, on a roll of 2-3 the Reaver suffers one more point of damage, and on a roll of 4-6 the reactor is repaired and will cause no further trouble. If the reactor explodes, any units within 5cm of the Reaver will be hit on a roll of 5+. Warhound Titan WE 30cm 5+ 4+ 4+ Vulcan Mega-Bolter 45cm 4x AP3+/AT5+, Fwd DC 3, 2 Void Shields, Fearless, Reinforced Armour, Walker Plasma Blastgun 45cm 2x MW2+, Slow-Firing, May step over units and impassable or dangerous terrain that is lower than the Titan’s Fwd knees and up to 2cm wide. The plasma blastgun may either fire one shot and still have one shot ‘in reserve’ for next turn, or fire two shots and not shoot next turn at all. Critical Hit Effect: The Warhound is caught off-balance and staggers. Move it D6cm in a random direction. If this move takes the Warhound into impassable terrain or another unit it can’t move over then it stops when it contacts the obstruction and suffers an extra point of damage. If it staggers into or over any units then they will take a hit on a D6 roll of 6+ (make saving throws for the units normally) Warlord Titan WE 15cm 4+ 2+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC 8, 6 Void Shields, Fearless, Reinforced Armour, Thick Rear Armour, Walker Gatling Blaster 60cm 4x AP4+/AT4+, Fwd May step over units and impassable or dangerous terrain that is lower than the Titan’s Volcano Cannon 90cm MW2+, TK(D3), Fwd knees and up to 2cm wide. Critical Hit Effect: The Warlord’s plasma reactor has been damaged. Roll a D6 for the Warlord in the end phase of every turn: on a roll of 1 the reactor explodes destroying the Warlord, on a roll of 2-3 the Warlord suffers one more point of damage, and on a roll of 4-6 the reactor is repaired and will cause no further trouble. If the reactor explodes, any units within 5cm of the Warlord will be hit on a roll of 4+. Grey Knights Strike SC - - - - Orbital Bombardment - 5BP, MW Transport (may carry 20 of the following units: Dreadnought, Inquisitorial Henchmen, Cruiser Nemesis Dreadknight, Purifier Squad, Purgation Squad, Strike Team, Terminator, Paladin units; plus 20 of the following units: Rhinos, Land Raiders, Razorbacks, Hunters, Storm Ravens, Arvus Lighters, Aquila Landers plus 6 Thunderhawk Gunships or Transporters) Divisio Telepatica WE 20cm 4+ 3+ 3+ Titan Nemesis Doomfist Base Contact Extra Attacks (+3), TK(D3) DC 6, 4 Void Shields, Fearless, Reinforced Armour, Walker Psi-Titan Titan Psycannon 60cm 3 BP, Macro Weapon May step over units and impassable or dangerous terrain that is lower than the Titan’s Censorium Dome 30cm Warp Quake*, Inspiring. knees and up to 2cm wide.

*The Censorium Dome Critical Hit Effect: The Psi Titan’s plasma reactor has been damaged. Roll a D6 for the confers a 30cm range to the Reaver in the end phase of every turn: on a roll of 1 the reactor explodes destroying Warp Quake ability. the Reaver, on a roll of 2-3 the Reaver suffers one more point of damage, and on a roll of 4-6 the reactor is repaired and will cause no further trouble. If the reactor explodes, any units within 5cm of the Reaver will be hit on a roll of 5+.